You shouldnt have to make those either or decisions, while its ok to start with one and lead to another, I think the worst thing any artist can do is limit themselves as it both reflects on professional options and artistic results. For career purposes, focus on environment and be able to hit both handpainted and…
Thanks so much for answering! I'm in the process of trying to follow your steps and I found this tutorial (https://blog.turbosquid.com/2013/11/06/making-a-quad-sphere/) to help me with the subdivision of the cube into a spheroid (I've never done it before) and I got to step 3 which looks like what you have in your step 2.…
Erik about that one automated UV layout example - this is typically the kind of problem that seem just fine from a techart point of view, but in practice leads to sloppy results. Obviously for organics it can be worked with, especially along with a projection paint solution. However there is always a point when you need to…
when you import your texture files, check DEFER COMPRESSION and it wont compress your images until later on. There used to be a NO COMPRESSION setting, I think, but I can no longer find it myself. I think using defer compression just makes the editor compress your files when you save the package. Metal can be a bastard…
Hi guys, I am looking for advice on texturing high poly zbrush sculpt. So far I was doing LP characters for game engine so it my process was: Zbrush HP sculpt > Retop as few chunks in 3ds MAX > bake the maps for the LP > paint the LP textures in PS. Right now I was asked to do marketing render: posed HP sculpt, specific…
Hi, as I need a little break from learning PBR textures I decided to do a quick (max 2 weeks) hand painted asset. The goal is to create an asset which matches the WoW Art Style and would fit into the Garrison. The idea is to create a small banner stand/altar which alllows players to show the banner of faction they have the…
Hi everyone. My favourite thing to model is low poly handpainted characters, it's my real passion. But I'm really falling behind when it comes to more realistic next-gen workflow and I feel like my portfolio is really suffering from it - gonna try and remedy that by teaching myself how to properly use zbrush! I've only…
Hey guys, thought that I would give it a shot to post a thread regarding my current WIP for a flaming tornado spell in UE4. I'm shooting for Riot/Blizzard kind of approach, so I will be avoiding UV distortion and attempt to hand paint my textures. I'm looking to improve on my skills as I am a new FX artist myself. I…
Hi @ThisisVictoriaZ and @Neox Thank you @ThisisVictoriaZ for clarifying me with the process gif workflow, i will take some screens of every step i made in the process as you show me in your exemple. Thank you @Neox for your big constructive feedback. You are right, it's not an excuse and not professional from me when I…
Hi ! I came up on this problem everytimes lately, maybe because I changed a little bit my pipeline to create normal maps. maybe I had this everytimes without really noticing it ? Here it is: (I am doin that in UDK, but I guess it would do the same with any game engine/renderer.) When I apply one of my normal map in my…